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RADAR TOMB RAIDER<br />
LARA CROFT LIVES ON<br />
Why Tomb Raider: Legend might not suck<br />
PUBLISHER: Eidos DEVELOPER: Crystal Dynamics GENRE: Action RELEASE DATE: November 2005<br />
Preview<br />
IT’S AN UNDERSTATEMENT TO SAY THAT<br />
Tomb Raider: Legend has had a tumultuous<br />
existence thus far. With a new design team,<br />
a desperate publisher, and thousands of jaded<br />
fans, Legend has a lot of work to do if it’s going to<br />
impress anyone. Can Lara Croft still wow the few<br />
fans she has left in the wake of the unmitigated<br />
critical flop that was Tomb Raider: The Angel of<br />
Darkness? After what we’ve seen of Legend, our<br />
answer is a pleased—but reserved—yes.<br />
The design team over at Crystal Dynamics<br />
(best known to PC gamers for the recent<br />
Project: Snowblind) appears to have risen to the<br />
occasion, taking the series back to its dungeondelving<br />
roots while updating Tomb Raider’s look<br />
and feel to take full advantage of the latest-generation<br />
PC hardware. The game is now fully rendered<br />
using Havok physics, and—as we<br />
showed you in our June issue—Lara herself is<br />
cuter, softer, and more realistic than before. Her<br />
movements are much more agile and fluid this<br />
time around, thanks in part to an overhauled<br />
control system that looks to provide a considerable<br />
change of pace from the clunky mess<br />
found in Angel of Darkness.<br />
LARA CROFT 2.0<br />
But make no mistake: Crystal Dynamics isn’t out<br />
to “fix” anything here. Legend has nothing to do<br />
with Angel of Darkness; it’s a completely new<br />
product built from the ground up and designed<br />
with the series’ classic gameplay in mind. As<br />
“Just when you<br />
thought 3D<br />
games were<br />
connected to<br />
your gag<br />
reflex…Tomb<br />
Raider makes it<br />
all feel fresh and<br />
new again.”<br />
–CGW #152<br />
FALLING FROM GRACE<br />
“They’ve made<br />
enough changes<br />
to make it interesting,<br />
but if<br />
you didn’t like<br />
the first game,<br />
this won’t make<br />
you change<br />
your mind.”<br />
–CGW #164<br />
20 > COMPUTER GAMING WORLD<br />
“For those who<br />
can dig it, Tomb<br />
Raider III is by<br />
far the biggest<br />
and baddest of<br />
the series.”<br />
–CGW #176<br />
associate brand manager Mike Schmitt puts it,<br />
“[We took] some time off after the release of Angel<br />
of Darkness and essentially [did] a brand audit—<br />
we’ve made a conscious attempt to get back to<br />
some of the things that made the first game so<br />
special.” Of course, this means some good oldfashioned<br />
acrobatics, high-tech gadgets, and<br />
dual-pistol firefights, but there’s more to Legend<br />
than gunplay and hot pants.<br />
Central to the game’s design is the incorporation<br />
of new puzzle elements into the action.<br />
Crystal Dynamics is trying to move away from<br />
the “find the key and throw the switch” puzzles<br />
found in previous Tomb Raider games, instead<br />
focusing on environment-oriented challenges<br />
with multiple solutions. For example, while<br />
searching for a hidden passageway, Lara might<br />
be able to kick over a statue to uncover the<br />
entrance or perhaps blow the passageway open<br />
with a gun emplacement or a grenade. We’re<br />
assured that a lot of effort has gone into making<br />
fun, exciting puzzles with minimal frustration.<br />
THE PLOT THICKENS<br />
With both new and classic elements in place,<br />
what direction can the series possibly take to<br />
tell a good story that isn’t just another by-thenumbers<br />
artifact-hunting plot? Unfortunately,<br />
Eidos still has its lips sealed about story<br />
specifics. “We’re not giving too much away yet,”<br />
remarks Schmitt. “Lara will encounter a nemesis<br />
long thought dead as the [game] unfolds. Let’s<br />
just say we’ll learn a lot more about Lara’s<br />
past…and what makes her tick.” / Ryan Scott<br />
“Gameplay<br />
hasn’t changed.<br />
You’re still doing<br />
the same running-jumpingclimbing-swimming<br />
moves,<br />
but with a few<br />
new additions.”<br />
–CGW #188<br />
A timeline of Lara’s exploits<br />
“The hours<br />
spent repeating<br />
levels prove that<br />
the designers<br />
have nothing<br />
more to offer.”<br />
–CGW #200<br />
“And thus gaming’shighestprofile<br />
franchise<br />
is run into the<br />
ground and<br />
kicked repeatedly<br />
in the<br />
head.” –CGW<br />
#231<br />
1996 1997 1998 1999 2000 2003<br />
REGULAR<br />
THE GOOD, THE<br />
BAD & THE UGLY<br />
SEPTEMBER 2005<br />
THE GOOD<br />
WORLD OF<br />
WARCRAFT SHIPS<br />
TO CHINA<br />
Not content with the<br />
paltry 1.5 million<br />
users the game has<br />
garnered on this side<br />
of the Pacific,<br />
Blizzard has opened<br />
the World of WarCraft floodgates in China.<br />
We don’t know what this means for the<br />
subscription numbers, but the Chinese<br />
version’s 500,000 beta users definitely<br />
can’t be a bad thing. To put it in perspective:<br />
Blizzard considers North America to<br />
be this game’s test market.<br />
THE BAD<br />
CITY OF HEROES PATCH WOES<br />
The latest City of Heroes patch neuters<br />
many of the game’s travel powers (Flight,<br />
Super Jump, and Super Speed), stripping<br />
away the extreme PVP advantage they provide<br />
by disabling them during combat. This<br />
effectively puts characters with Super<br />
Speed at a disadvantage, since there’s no<br />
corresponding “defense power” offering the<br />
extra kick that Hover and Combat Jumping<br />
provide to Flight and Super Jump, respectively.<br />
Angry players have the official COH<br />
forums in an uproar.<br />
THE UGLY<br />
ULTIMA ONLINE 2,<br />
TAKE 3<br />
EA’s Ultima Online 2<br />
has been canceled…for<br />
the third time. You’ve<br />
probably never heard<br />
about this one—hell,<br />
nobody’s heard of this one except us, seeing<br />
as how we were pitched a UO2 cover<br />
about 10 months back. But now it’s dead<br />
again, replaced with—you guessed it—<br />
another groanworthy UO expansion. And<br />
this time, EA is adding elves to the game,<br />
despite the fact that elves don’t actually<br />
exist in the Ultima continuity. /<br />
>> By mid-2006, Apple computers will have Intel inside. Here’s hoping we’ll be blasting each other in UT 2007 over AppleTalk servers shortly thereafter. >>